Contents

Lore

Biography

Story

2nd bio

1st bio

A ghastly living scarecrow, Fiddlesticks is an abomination who stalks the darkness, wielding a scythe and preying upon the unwary. Aided by a savage murder of crows, Fiddlesticks relishes terrorizing his victims before claiming their lives amid a flurry of feathers and blood splattered beaks.

Niram and his fellow brigands readied their horses beneath the noonday sun. He fastened the buckle of the last satchel on his horse. Each was filled with an assortment of ornately carved daggers, snowfox furs, and cured meat. The stolen wares weighed his horse’s saddle down so significantly he decided to walk her back to their camp.

Minesh slowed his horse to walk by Niram’s side.

“Why aren’t you riding?” he asked.

“A man who is kind to his horse receives kindness in return” answered Niram.

“Maybe she’ll reward you with a fine trade at market” said Minesh. “She’s too swaybacked to ride anyway.”

“Not at all. This old girl’s got many a mile left in her” said Niram. Minesh rode past, shaking his head.

By the time the men reached the barren field before their cave hideout, the setting sun was casting its rosy glow over the horizon. A hollow, whistling wind blew through rotted stalks and choking weeds. Moldy bales of hay were strewn about like corpses on a battlefield. Watching over this abandoned land was a crude scarecrow of cloth and straw balanced on two legs of thin willow. Its tattered rags fluttered in the wind, and a rusted scythe hung limp from one arm.

The brigands passed through the field and into the ragged thicket at its edge, where they approached the mouth of a cavern with stalactites protruding like bared teeth.

After hobbling his mare with the other horses near the entrance, Niram joined the bandits who were kindling a fire beneath its lofty stone ceiling. Rimeal, a man with a scar bisecting his face, nodded to him. Niram reached into his pocket to examine his most prized treasure: a shining red amulet hanging from a delicate chain.

Niram recalled the moment he saw the necklace around the noblewoman’s neck, framed by lavishly embroidered curtains in the window of her carriage. He and Rimeal had halted the travelers under pretense of warning them about an approaching pack of raiders, when in fact their men were already lying in wait.

It had only taken the guards a moment to spot the trap, but it was enough. Niram had silenced the first with a slash to the throat, while Rimeal gutted the second. Their compatriots slew the others in a hail of arrows. Niram entered the carriage, demanding the necklace, but the woman held it tight to her breast. The stubborn wretch had slashed at him with a concealed knife before he plunged his own dagger into her neck and ripped the necklace from her grasp.

Niram held it now as tightly as he had then, wiping away a spot of blood from the amulet until it reflected the rising moonlight. He replaced it in his pocket as a whinnying cry drew his attention to the horses near the entrance.

“Rat in their meal again?” Niram asked.

“They’re jumping at shadows! Some brave horses, eh?” said Rimeal.

“Not shadows” said Minesh. “It was a ferocious bird, the great and fearsome… crow!”

The men guffawed.

Sure enough, a black winged bird flew over the brigands in the cave, but as its cries echoed, a slow dread crept into Niram’s stomach. He watched the bird as it circled overhead — it wasn’t searching for a place to roost. Silence fell upon the cave.

Earsplitting shrieks broke the quiet as hundreds of crows erupted into the cave in a cawing hurricane of snapping beaks and tearing claws. The men screamed as the birds pecked and clawed at open skin. Ebon talons tore into Niram’s shoulder, drawing blood before he smashed the bird away.

Niram dropped to the ground, crawling on all fours to the mouth of the cavern. Outside, the crows shrouded the cloudless sky and smothered the hunter’s moon. The cave amplified each sound tenfold, creating a cacophony of shrill shrieks and inhuman screams.

He looked up to see Rimeal staggering forward with blood pouring from the ruined craters of his eyes. Niram scrambled through the rough brush outside the cave. He would not die to a flock of birds!

Just beyond the thicket, a maelstrom of crows flew around a figure at the edge of the field. The crude scarecrow stood with its arms spread wide, embracing the violent chaos of the storm. Its mouth was a ripped and jagged smile. All around it was mayhem: faces were torn open to reveal webs of tendons and teeth, as crows ravaged throats.

The scarecrow turned abruptly and stared straight at Niram. Its eyes burned with wild green wychfire. Terrified, Niram clambered to his feet, running through the thicket and into the bare field in a mad sprint. The creature followed, loping after him on its tall wooden legs with unnatural speed. The stench of rotted hay caught in Niram’s throat as he fled.

Niram glanced back and was horrified to see the scarecrow catching up. It sliced Niram’s legs out from under him before he reached the first hay bale. Blind with fear, Niram screamed as he fell in a tangle of limbs. Heart pounding in his throat, he tried to stand up, but his ruined legs collapsed beneath him. He scrambled away on his hands and knees, desperate to escape the nightmarish creature behind him. But the scarecrow stepped on his back, pinning him to the ground.

The monster reached down and pulled Niram’s head back to slice his neck, as if butchering a hog for a feast. Cold terror overwhelmed Niram as the scarecrow loomed over him, bending so their faces were inches apart. Bile filled his mouth, and he gagged on the rank stench of a corrupt soul.

“You crossed my field” said the scarecrow, its voice muffled as if it spoke through a mouthful of damp grave soil. “And all that grows here is mine.”

The murder of crows engulfed Niram, talons bared and beaks wide.

For nearly twenty years, Fiddlesticks has stood alone in the easternmost summoning chamber of the Institute of War. Only the burning emerald light of his unearthly gaze pierces the musty darkness of his dust-covered home. It is here that the Harbinger of Doom keeps a silent vigil. His is a cautionary tale of power run amok, taught to all summoners within the League. Decades ago, there existed a powerful rune mage from Zaun - Istvaan. At the end of the fifth Rune War, he became one of the League's first summoners. Too much a prisoner to the old ways of magic, Istvaan stepped further and further outside the rules of conduct in the League. In what was ultimately his last match, his reach finally exceeded his grasp. Sealing himself inside the easternmost summoning chamber, he began incanting the most forbidden of rituals - an extra-planar summoning.

What exactly happened inside that chamber remains unknown. No champion came to represent Zaun that day in Summoner's Rift. Only silence echoed back from repeated knocks on the chamber door. The first apprentice who entered was cut down immediately by an unearthly scythe. What few who followed and survived were driven mad by fear, mere husks of men gibbering about crows and death. Afraid of the evil even Istvaan could not control, the League sealed all exits to the chamber, hoping they could contain what they could not destroy. Years went by, but the wooden figure within never moved save to slay any foolish enough to enter. Seeing no recourse to reclaim the chamber, the Council instead devised a use for Fiddlesticks: executioner. While he comes to life and seemingly abides by the rules of summoning in the Fields of Justice, what he awaits inside his chamber is unknown. His unmoving face yields no clues, and his scythe stands ready to strike down any who stand before him.

Those who say "you have nothing to fear but fear itself" have not yet felt the crows.

There is a valley, just on the sandy edge of the Tempest Flats. It is said that a powerful witch lives there at the very bottom—all by herself, but never alone. It is said that she commands the powerful magics that circle and batter this place. She transforms the energies into semi-living souls, trapping them inside bodies of carefully crafted scarecrows. The witch has kept to herself for many long years. That is, until a few months ago, when she sent one of her creations out to warn the rest of the world. Leaving the valley in the middle of the night, Fiddlesticks shambled across the desert and into the neighboring realms. He torments and terrifies all who look upon him with his wickedly crooked smile. For he is the Harbinger, bearing news of impending doom.

Abilities

Dread

[Passive]

Innate: Standing still or channeling abilities for 1.5 seconds empowers Fiddlesticks with Dread. Immobilizing Crowd control resets this timer.

Dread grants Movement Speed, but only lasts for 1.5s after Fiddlesticks starts moving.

Movement Speed:25 / 30 / 35 / 40%

Terrify

[Q]

Cost: 65 Mana

Cooldown: 15 / 14 / 13 / 12 / 11 seconds

Range: 575

Active: Terrifies a target, causing it to flee from Fiddlesticks.

Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds

Drain

[W]

Cost: 80 / 90 / 100 / 110 / 120 Mana

Cooldown: 4 / 3.75 / 3.5 / 3.25 / 3 seconds

Range: 575

Active: Fiddlesticks creates a tether to the target unit and channels Drain on it, granting True Sight and deals magic damage per second to the target. Fiddlesticks heals for some of the damage dealt.

Drain lasts up to 5 seconds, and returns cooldown equal to its remaining duration if the target dies.

Magic Damage Per Second: 80 / 105 / 130 / 155 / 180 (+45%)

Heal Ratio: 60 / 65 / 70 / 75 / 80%

Dark Wind

[E]

Cost: 70 / 75 / 80 / 85 / 90 Mana

Cooldown: 10 seconds

Range: 750

Area of Effect: 450

Active: Unleashes a Crow at the targeted enemy, dealing magic damage before bouncing to another target. Units struck are also silenced for 1.25 seconds the first time per cast.

Dark Wind can strike up to 6 times and will prioritize enemies being Drained or ones it has not yet hit. Deals 100% damage to monsters.

Magic Damage: 60 / 80 / 100 / 120 / 140 (+45%)

Crowstorm

[R]

Cost: 100 Mana

Cooldown: 140 / 110 / 80 seconds

Range: 800

Area of Effect: 600

Active: Fiddlesticks channels for 1.5 seconds, then blinks to the target point unleashing a murder of crows that flock wildly around him, dealing magic damage per second to all enemy units in the area for 5 seconds.

Patch History

Fiddlesticks ability to poke (particularly as a support in bot lane) is currently too high.

E - Dark Wind

COST :

[50/60/70/80/90]

⇒

70/75/80/85/90

mana

BASE DAMAGE PER HIT :

[65/85/105/125/145]

⇒

60/80/100/120/140

v8.925 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.

Fiddlesticks has been having a rough time clearing camps since pre-season’s updates - particularly the raptors. While Dark Wind is a solid AoE tool, it’s the only one Fiddle’s got, so after he’s Drained the Crimson Raptor, he’s left with nothing but basic attacks to slap the remaining little birds with. We’re giving him the option of chain-Draining the chicken nuggets (and other small monsters, like the smaller Krugs), provided he’s got the mana to do so.

On a completely separate note, we’re reverting last mid-season’s change to Terrify’s cast range. Our thinking back then was that if Terrify had a lower cast range than Drain, Fiddlesticks would get better mileage out of his Terrify-Drain combo since his target wouldn’t be forced out of tether range as quickly. What ended up happening is that trying to quickly execute the combo only worked if Fiddle was already in Terrify range - otherwise, his attempt to walk up would immediately be overwritten by Drain. This is equally - if not more - problematic than the original interaction, so we’re giving our scarecrow his 50 cast range back. Caw Caw.

Q - Terrify

CAST RANGE :[525]⇒ 575

W - Drain

I CAN CAST IT TWICE?! If Drain’s target dies before the channel completes, the remaining duration is applied as cooldown reduction

The new jungle hasn’t been kind to Fiddlesticks, who’s lost a lot of clearing speed against buff camps and Krugs. We’re giving him back some jungling efficiency in the early game, though it’s still safe to say the new jungle’s shifted some of Fid’s clearing strength from Dark Wind to Drain.

W - Drain

DAMAGE PER TICK :[60/90/120/150/180]⇒ 80/105/130/155/180

BUFF-FIX : Fixed a bug that caused Drain to not apply its final tick of damage

After a season in the shadows, Fiddlesticks is back with a vengeance following his spooky update. This patch is nothing complicated - we’re going to keep our eye as Fiddle continues to harbinge doom all over the place, but the clearing and dueling potential from Dark Wind was simply too high.

General

SPOOKY After 5 seconds of not moving, Fiddlesticks will become a scarecrow

Fiddlesticks is a special type of immobile: he actually has to stand still to use some of his abilities, leaving him slow to respond when team fights move away from him. By giving him the tools to go with the flow as the fight moves around, we’re sharpening his role as an explosive fight-starter, surprise party enthusiast, and spooky scary... scarecrow. This also gives us room to dial back on some of the more binary parts of Fiddle’s kit, like his long-ranged fear or his permadrain. The result is a more interactive Fiddlesticks who’s better able to position himself to make plays.

Passive - Dread

SCARECROW : Fiddlesticks gains Dread after not moving for 1.5 seconds. Immobilizing crowd control resets this timer. If Fiddlesticks has Dread, moving causes him to gain bonus movement speed.

Let's be clear, this is a small buff. We're fairly certain that Runic Echoes will benefit Fiddlesticks, but we also wanted to give this old-school kit (with those massive mana costs) a small bump in the right direction. This will probably help out Middlesticks or Supportlesticks (we stretched for that one) more than Junglesticks, but at least this offers an alternative leveling path for those who want to bounce around.

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.

"Drain's mechanics are simple - break the tether and you're good. Stay around, and risk losing a duel to a stick figure. Fiddlesticks can still lock you down with Terrify to ensure his success, but lowering Tether's range makes sure enemies can actually escape when he fails to scare them good and proper. "

W - Drain

TETHER RANGE : 700 ⇒ 650

Mass Texture Rebalance (Part 7)

"We're continuing our comprehensive pass at the game's older character textures. As with previous installments, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. "

v4.21Dread now applies on things Fiddle interacts with, as opposed to a broad area of effect. Dark Wind no longer silences the same target multiple times but will try to prioritize new targets as it bounces along.

"Terror's always kind of been Fiddle's thing, and he's certainly a pretty big one (terror, that is) given the current jungle environment. With that in mind, we're looking to drain some of his less-clear power and add more consistency (for him and opponents)."

CAW CAW CAW : Fixed a bug where rapidly spamming a basic ability at the very end of Crowstorm's channel sometimes caused that ability to go on cooldown without casting or appearing to be on cooldown in the HUD

v4.15We're fixing a bug with Fiddlesticks that got introduced in 4.14 where his drain would occasionally break by one tick.

"It's important to note that the Drain bug introduced in 4.14 was cutting off only one or two drain ticks if the opponent ran away to break the tether. It's not to say that this was a light issue (it was definitely a power reduction and an awkward 'feel' change for Fiddlesticks masters), but we just wanted to clarify the impact this had. To fix this, we actually re-coded certain aspects of Drain, but it should feel the same as 4.14."

W - Drain

A VERY ODD BUG Fixed a bug where Fiddlesticks' Drain tether would occasionally snap prematurely if an opponent moved out of a specific range within a certain window of time. The below two changes should maintain the old Fiddlesticks Drain feeling of pre-4.13, but since we've re-scripted parts of the ability (to fix the bug), we figured we should document it.

v4.5
"Did you know that when Fiddlesticks hides in a bush and you don't have vision of him, he can still affect you with Dread? Astute players knew this and learned to watch for his debuff, which made Fiddlesticks sad. We fixed that so Fiddlesticks wouldn't be so sad."

UTILITY: Affected units run around in fear ⇒ Affected units now run away from Fiddlesticks with impaired movement

W - Drain

CAST RANGE: 475 ⇒ 575 (tether range remains at 750)

v4.1This is a change we’re planning to make with more testing, but it went out accidentally and we’re reverting it for now.

Q - Terrify

Fixed a bug where Terrify would cause enemies to flee in a straight line, rather than in random directions

v3.15Summary: We've reduced the duration of Terrify at later ranks and lowered the mana cost of both Terrify and Crowstorm.

"Terrify is rather… terrifying at later levels, especially with the current pace of the game. That said, we didn't want to straight nerf Fiddle's power without any compensation. Cutting down his mana costs means that Fiddle can stay out in the field a little longer (especially after team fights), while the slight buff to Terrify's rank 1 duration helps his unstable early game."

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